Each Aspid is somewhat unique, upon a enounter starting each Aspid is assigned a trait from the following table, the table includes a description of the trait and a color indicator which should be marked on the aspid to show that it is special:
(Also reminder since i forgot to put it in but the dc for any effects that require it is 14)
Roll 1d6-1 and use the following table to determine what special trait it possesses:
0: Nothing Special: The Aspid has no trait: Mark this with nothing
1: Burning Demise: The Aspids attacks inflict a DOT that does 1 fire damage per round and may stack, this DOT lasts until the Aspid is dead or someone runs to a nearby "Puddle Of Glory": Please mark this with a "Red" indicator around the Aspid
2: Very Swift: The Aspid possesses two reactions but it takes a extra 10% damage
3: Corrupting Gaze: The Aspid's first attack of a turn forces the player to make a (Roll a d4, on a 1-2 its a INT save and on a 3-4 its a CHA save) saving throw, that if they fail they gain 1 stack of "Infected" for each stack they possess they take and deal a extra 10% damage in damage calculations, if the player reaches 3 stacks they must roll a WIS saving throw and on a fail they attack the nearest party member and on a success all stacks are cleared, this process will repeat until they succeed: Mark this with a "Green" indicator
4: Weak At Birth: The Aspids melee attacks do half damage and the Aspid's hp is cut in half (Rounded up) and it has disadvantage on STR saving throws, but it is resistant to fire and piercing damage and may cast the following spells
Cantrips: Acid Splash, Absorb Elements,
1/day: Acid Arrow
Please use the "Blue" indicator to mark this type of Aspid
5: Radiant Glory: To start when determining these guy's hp roll a extra 2d4 and anyone they attack takes a minimum of 2 damage (Even if they miss) they may also use theyre action to heal another Aspid for 2d4+1hp
(DM Note: Try to confirm with descriptions how the Aspids personify these traits)
Death Blow. Upon death the Aspid glows red until the end of the round, where it then explodes doing 5 damage to anything within a 10ft circle of it and then casts Acid Belch on itself
Acid Belch. The Aspid spawns a 10by10ft AOD ontop of itself and then moves up to 15 feet in any direction
Body Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 6 (2d4+ 2) Bludgeoning damage.
Acid Spit. Ranged Attack: +3 to hit, range 10/20 ft., 1 target. Hit: 3 (1d4 + 1) Acid damage. (Radiant if they are a radiant glory Aspid) (The area in-between the Aspid and the player that it shot becomes a AOD (Marked with yellow) that does 1d4 damage if you move across it and cannot be cleared, the Aspids take no damage from moving through these)
Bellowing Power: The Aspid heals 1hp
Moving Quick: The Aspid moves 5ft
Simple Sidestep: If the Aspid were to get hit by a attack they may use a reaction to roll a d4 on a 1-3 nothing happens but on a 4 the attacking creature must reroll its attack roll as though it has disadvantage, if the creature had advantage for said attack the lower roll of the advantage rolls is used instead
Community Dodge: If the Aspid were to be attacked, it may instead choose to split the damage with up to 3 nearby friendly creatures
Ramping: if the Aspid did not use its reaction this turn, it instead does this reaction, all future attacks made by this creature have a additional +1 to hit and a extra d4 acid damage (signal this to your players)
Flyby: The Aspid moves up to 10ft in any direction (It may only do this after a attack hits it)
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Lair and Lair Actions
They're will be 2 "Puddles Of Glory" that spawn in the room
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